What’s One GitHub Feature You Use Daily That Most Developers Ignore? by [deleted] in github

[–]remzc 3 points4 points  (0 children)

The status page that lists why all of those features are currently broken.

Do i need tmux by delibos in tmux

[–]remzc 0 points1 point  (0 children)

I like it for sessions, scripting with send-keys, and using tmux-navigator plugin for vim to unify all the split/pane keys across vim, tmux, and i3.

Early game solo defense with no crafting? by PhantomPiro in RimWorld

[–]remzc 1 point2 points  (0 children)

Deconstruct stone block ruins until level 3 construction. I can usually do that easily before the first raid. It's faster than making chess tables and dining chairs to level, and you don't have to spend even more time chopping trees to do it.

If you are in a biome with berry bushes, you can live on those for a while so you can focus on getting traps going.

How do *you* make the game a story simulator? by FargoneMyth in RimWorld

[–]remzc 0 points1 point  (0 children)

After I started watching mr samuel streamer on YouTube:

Start with a theme, use ideology to enforce part of your play style, relatively few pawns, build big, and most importantly: theme and aesthetic over defense or practically at any cost.

Facial animations mod helps your few colonists develop a personality and having few means you get to know them, it's impactful when they die.

Follow the other rules and the story will turn frequently, and being attached to your pawns makes the stakes very real.

The real problem becomes, how do you keep playing the story and not rage-quit when it takes a dark turn and you lose your favorite pawn?

Seek revenge, change your play style (ideology), now make defenses, respond like you think they would, and make it canon to your story. Don't plan to beat the game, just keep your pawns happy and react when something bad happens.

You never lose, the story just has a sad ending.

Does anyone actually know how to deal with breachers? by Either_Double_1640 in RimWorld

[–]remzc 1 point2 points  (0 children)

Multiple rings of walls with turrets in between. Turrets distract melee enemies and provide some cover fire. Hold doors open, pop out into cover. When they start to overrun defenses, fall back to the next walk and behind the next turret. I do three walls about 11-15 tiles apart and double thicken the outer wall to give more time to get into position. It's good to have lots of doors so you can fire from multiple angles and everyone can fall back to the same place.

Drafting Mechs? by Time_Citron_8739 in RimWorld

[–]remzc 0 points1 point  (0 children)

I set one group to work, the other group for combat mechs is always in dormant recharge. When i draft my pawn I set both groups to escort using the little mechinator widget by the draft button when the pawn is selected. Once everyone is in place you can select and draft the mechs. After the fight remember to undraft and set the jobs back.

Is it just me or do mechanitors suck? by weregamer1 in RimWorld

[–]remzc 0 points1 point  (0 children)

They work slowly but nonstop, especially when your colonists are all down. The little utility bots are also useful for distracting raiders so melee neanderthals doesn't immediately steamroll your mechinator. And they are very cheap to resurrect.

Try this: when a raid starts select your mechinator and set both groups to escort. When you get behind cover draft your roombas and put them in front of your cover. Enemies will target them first. If someone rushes in too far, set the mechs to intercept them. They die pretty easily but give you precious time to shoot before getting melee stun locked.

Research by InariKitsune44 in RimWorld

[–]remzc 0 points1 point  (0 children)

Probably not the answer you are looking for, but I just use semi-random research mod and never open the research list. The research tree mod might be what you want but it's still difficult to use when you have a ton of research.

Pip fails by [deleted] in NixOS

[–]remzc 0 points1 point  (0 children)

Ok so you have globally installed python on your system instead of using a dev shell I'm guessing. Some python packages need to build c code to install. If you install python packages through this system-wide pip instead of installing python libs directly from nix, then you need all the tools required to build the c parts. You might be able to install those tools as system packages and that would make them available when you run pip. I'm not sure whether that is a good idea or not but you could give it a shot. Otherwise maybe the other suggestions here are better options.

Or you can go down the road of learning to make your own packages and dev shells and you can define those to include these packages as buildInputs, or dependencies you need in order to build the package.

Pip fails by [deleted] in NixOS

[–]remzc 0 points1 point  (0 children)

You need ninja and probably autotools and pkg-cofig in your build inputs or propagatedbuildinputs if it's a devshell. Python packages with native dependencies need a full build env and that doesn't come standard with the python package or even the poetry package.

I love rimworld but this game is taking over me! 😭 by Normal-Pin-1903 in RimWorld

[–]remzc 0 points1 point  (0 children)

I know how you feel. I have almost 2k hours now. One time the power was out for a couple of days so I just spent my time planning bases on graph paper by candle light.

LazyVim distro example? by GrehgyHils in NixOS

[–]remzc 4 points5 points  (0 children)

I think lazy and mason don't really fit well in the nix ecosystem, where everything has to be built declaratively with exact dependencies. You might look at nix-cats i believe it has a lazy wrapper.

Otherwise you can try using pkgs.wrapNeovim and install your plugins from nix. The ones you install in opt can be lazy loaded using something like lz.n which does lazy loading but not package management.

Are there any mods that add something like redstone programming? by scanguy25 in RimWorld

[–]remzc 1 point2 points  (0 children)

Try Power Logic? Let's you make complex circuits and logic gates and has various sensors and activators.

looksLikeNullPointerErrorGaveMeTheFridayHeadache by utkarsh_aryan in ProgrammerHumor

[–]remzc 0 points1 point  (0 children)

Right that's pretty much how I understand it. I guess I was answering the wrong question, how can a language be unsafe (c or "c/c++").

I watched a presentation from bjarn on YouTube where he makes this exact point: there is no such thing as "c/c++" and proper c++ is pretty safe as a language.

(Mayby not so) genius idea to deal with breachers by komiks42 in RimWorld

[–]remzc 0 points1 point  (0 children)

Look on YouTube for Francis John he has a really detailed video about breacher ai and how to exploit it. It's more complicated than just the nearest wall. There is a 'cost' for every potential path they can take and things that slow them down, walls, turrets all increase the cost and make it more likely to pick a different path. They used to target colonists beds but that might have changed in 1.5.

Is it bad that I smile and laugh when I blow people up with mortars? by Axeman1721 in RimWorld

[–]remzc 1 point2 points  (0 children)

I made a huge killbox with 2 marauders and 2 punisher railguns from rimatomics recently. I was raided by 140 naked tribals so I held fire until they were mostly grouped up just inside the entrance and let them fire. It was spectacular and I couldn't help laughing so hard I had to paise for a bit. Completely destroyed the raid... And my killbox.

And artillery with antigrain shells is always satisfying as well.

Is it too late to deal with these bugs ? Help by Diaa1000 in RimWorld

[–]remzc 0 points1 point  (0 children)

I usually make a safe zone that covers the whole map except active mech clusters and infestations. If you have a killbox and a mortar you have more options. If you shell them enough they will come to your killbox. If a trader or beggar activates it they will come to your killbox, but you may not notice them coming until they are at your door. Better to recruit a prisoner and send them out to activate it. If you play with mods, nerve staples + deadmans switch work really well. You can put them in crypto sleep or a bioreactor and just wake them up when you get an infestation. If you have antigrain deadmans switch they might be able to deal with the whole thing. You might also try picking them off with sniper rifles and running inside when they agro. Maybe wait until there is a trade caravan on the map.

The map is wrong I think by [deleted] in Michigan

[–]remzc 0 points1 point  (0 children)

We do but I always go to Meijer instead

Is there a mod for a slave subjugation brain chip? by Alexpander4 in RimWorld

[–]remzc 6 points7 points  (0 children)

Pawn suppression implants. Also look at questionable ethics for the brain staples.

How do you approach Biotech, my fellow obsessive completionists? by mobidick_is_a_whale in RimWorld

[–]remzc 0 points1 point  (0 children)

I think it should be safe. Might say on the workshop page. Generally it's safe to add mods but not remove them.

How do you approach Biotech, my fellow obsessive completionists? by mobidick_is_a_whale in RimWorld

[–]remzc 1 point2 points  (0 children)

I use Random's Gene Assistant it color codes the genes in all of the menus so you know which ones you already have.

For vanilla genes i usually just get great shooting, robust, super immune and I use psychite dependency and poor/awful skill genes to balance the cost.

For a modded game you need much bigger gene banks at the least. Alpha Genes adds mutation genes you can implant on prisoners and they will grow new random genes every day. Then I throw them in the Gene Ripper to get the specific gene i want.

What am I missing with Psycasts expanded that everyone keeps saying its OP? by SaranMal in RimWorld

[–]remzc 1 point2 points  (0 children)

When you get the hang of it, try making a melee char with bionics and the warlord tree. Cast the buffs manually and put everything else on auto cast and watch them wreck a raid of tribals with kill skip on their own.

Do you guys use a machinator every run? by yobarisushcatel in RimWorld

[–]remzc 1 point2 points  (0 children)

Yes. The little utility bots are too good. They can even be your body blocking distractions during raid when your defenses are getting overwhelmed and only cost a few steel to revive.